Magnum: Tell us about IDDK and G5 Software. When did they become a team? When and how many are active with the companies? What is the teams’ history on prior released games?

Dmitry: First of all, let me make one important thing clear. IDDK is a Russian publisher and distributor, and not the developer. The developer is G5 Software.

They are a small team which started work for IDDK in 2003 on “T-72 Balkans on Fire” (aka “Iron Warriors: Tank Commander” in retail channels). The core of the team has more than 12 years experience in games. [Editor’s Note: SimHQ Contributing Editor “Cat” featured “T-72 Balkans on Fire” in two of her “Sacha” series features. Read “Oh Brother, Where Art Thou” Part 1 and Part 2; and “A Last Noel for the IRLF: A Sacha Christmas Story”here.]

We were part of AnimaTek, the company started by Alexey Pajintnov, the well known creator of Tetris. We worked for AnimaTek till 1998 and the most significant achievement from that time was the Platinum Disk Award earned by our Art Director Alexandr Karetnikiv who directed creation of Intro/outro cinematics for “Final Fantasy Tactics”. He was also one of the most important contributors to the technology that became a base for the greatest realistic landscape generator tool, “World Builder”, which is created in AnimaTek.

After 1998 the team worked as a development branch of AndNow, the American game design studio creating games for GT Interactive including “Nooks and Crannies” and MGM Interactive’s “Virtual Ocean”. Unfortunately, because of closing their respective publishers, the games were never released. As a part of IDDK, we have produced and released “T-72”, “Refuse” and numerous smaller games including games for kids for the Russia only market. We know how to create games. We know how to make them looking great. That is why our collaboration with experienced game developers like G5 has to lead to double excellence.

Nikita: G5 Software was created in 2001 and since that time has grown rapidly. The company was started by several associates, and in the years since 2001 the staff has increased to more than 40 professionals working on several PC and mobile projects concurrently.

G5 Software is one of the leading PC game developers in Russia and a leader in the field of games for mobile phones. I suppose I have no need to present G5 Software to players because we have a long history of working with communities and players in many countries on various projects on simulation projects such as “Whirlwind of Vietnam: UH-1” and “The Cuban Missile Crisis” which are released all over the world.

Our technical base allows us to create such a serious realistic project as “WWII Battle Tanks” and “Whirlwind of Vietnam: UH-1”. The technology of our NAPALM Engine allowed us to create all features a modern realistic simulation game should possess, and even more.

WWII Battle Tanks Q&A

Magnum: What tanks are playable and what positions are modeled as playable?

Nikita: The player will be fighting on the battlefields of WWII in one of the eastern front areas. The player will experience two sides in the conflict: German and Soviet forces. We have chosen 2 legendary tanks for such an experience. There are two playable tanks in the game, the T-34-85 and Tiger. Both tanks are the exact versions from 1944 and were reconstructed in accordance with the precise conditions in which the tanks were used in the summer of 1944 in Belorussia. The summer of 1944 was the first time the T-34 was released with a new heavy 80mm cannon. At the same time in Belorussia Pz.Kpwf. Tigers Ausf. E was widely used in action and the player will experience that tank. We have chosen tank models in which positions in the crew and the respective duties of the crew members were determined in the most precise way. That is why the player can change between three positions — commander, gunner and driver. Every position is with the exact subordination, scheduled tasks, and abilities. For each player a place of his own is modeled in the tank cabin.